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![[Post New]](/s/i/i.gif) 2012/01/20 19:52:56
Subject: Gretchin 2000
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Longtime Dakkanaut
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I have to say I rather like Snikrot and Ghaz and Mad Dok all together. I would try and fit that squad in - cyborked commandos seem very nice and I would give them flamers.
Still could fit in cyborked grots and wouldn't some battlewagons be nice to put the grots in. That could be a bit scary.
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![[Post New]](/s/i/i.gif) 2012/01/21 01:22:52
Subject: Gretchin 2000
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Frightening Flamer of Tzeentch
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Honestly - I think you should definitely play this list, preferably against a guard player who plays blob/infantry wave. Simply because it would be hilarious with buckets loads of dice and sheer amount of casualties. It's very fluffy in that way too.
If you do ever play it please tell us how it goes! Sounds like good fun, even if you lose! I like it!
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Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
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![[Post New]](/s/i/i.gif) 2012/01/21 04:47:42
Subject: Re:Gretchin 2000
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Stealthy Warhound Titan Princeps
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Gekoguy wrote:well take 30 grots against 5 Terminators....
60 attacks...
Average of 30 hits....
Average of 10-15 Wounds....
thats at least 2-3 wounds per terminator...
So looking at the dice roll.
1/6 chance to roll a 1 on a dice.
2 wounds = 1/3 chance of a single 1 roll per terminator.
And your not going to face an army of terminators so thats the worse situation.
If you come up against 10 marines just put 60 against them.
As long as you get as many as possible with 2" of a model in base contact you can make your attacks with them.
Still ignoring the fact that with that many grots, not all of them will get to attack, Also, that 60 attacks is if they charge IIRC, which means usually they get 30 attacks. average 10 hits (WS2 vs WS4) wounding on 6's average 1.666 wounds, 2+ armour save=0.278 wound, double that on the charge, 0.556 wounds. That's IF they all manage to get into B2B.
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![[Post New]](/s/i/i.gif) 2012/01/21 06:09:01
Subject: Re:Gretchin 2000
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Mutilatin' Mad Dok
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Take Weird boys or Zogwart with this list instead of the warboss.
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![[Post New]](/s/i/i.gif) 2012/01/21 06:34:01
Subject: Re:Gretchin 2000
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Mutated Chosen Chaos Marine
Sitting in yo' bath tub, poopin out shoggoths
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Vasarto wrote:Take Weird boys or Zogwart with this list instead of the warboss. That is the worst advice I have heard in this thread all day, please explain why you would put in a weirdboy.
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This message was edited 1 time. Last update was at 2012/01/21 06:34:11
750 points
1000 Points
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![[Post New]](/s/i/i.gif) 2012/01/21 07:31:16
Subject: Gretchin 2000
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Liche Priest Hierophant
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Actually could be decent. 'eadbanger's not such a big loss with Grots, 'Ere we Go's always cool- WAAAGH!! is a bit useless, of course, but then when they're in combat, there's a 50% chance they'll all get Power Weapons.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2012/01/21 20:01:39
Subject: Gretchin 2000
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Freaky Flayed One
NYC
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Here are some ideas I had for tactics Objectives: A grot squad heads out towards each objective. the 18 grot tanks and 9 killa kans go with a squad of grots + kff right at the enemy, their goal is harassing the enemy, blowing up transports, taking out targets of opportunity, isolating dangerous elements (Tervigons, dreds, termys, ravagers, incubi, warwalkers, vindicators etc etc). Naturally it will be a blood bath but my goal here would be to deprioritize things like large power armour blobs, guard blobs, any other type of blob, or just slower troops in general. While it's be nice to table an enemy, and it's certainly possible given how much fire power grot tanks and kans bring to the table, the thing is mass low armorer might not make this possible when facing really shooty armys like leaf blower or longfang spam. That's fine, even if every vehicle is gone turn 4 (not easy for an enemy to do), by that time grot squads will be surrounding the objectives and hopefully in cover, they'll spend the rest of the game going to ground. I'm don't think very many armys have to fire power to win this game aginst me. Objectives should be considered an advantage. Capture and control: Three squads of grots + the kff, all 18 grot tanks and all 9 killa kans will all bunch together in a clever kff covered manner, they head for your opponents objective. There is a heck of alot of firepower and pure numbers in this blitzkrieg. As almost all games with this army will be that is sure to be a bloodfest, but a very winnable bloodfest if you know what you're doing and you roll low for moral tests. (A big weakness of this army btw). The other two squads deploy in a formation of my creation. So first of all put your objective around 12 inches from your board edge (so moral failures don't make you run off the board as much) the objetive should be behind cover and difficult to see from other places on the board but not in cover. Arrange the grots as follows. One squad will be in a clump right on it, the other in a large U formation surrounding it, the U's ends should be facing the other side of the table. the ends of the U should curve in a little bit only giving the squad inside a very small exit and it's opposite from your board edge. Make sure more of the grots in the U formation squad is down in the bottom part, maybe 13 their and 10 on each end. What this does is gives both squads cover saves no matter almost where ever they get shot from, the squad in the middle also, if it fails a moral test, and that happens alot with this army, it spends about three turns going all the way around the U squad till it hits the closet edge, you can keep them longer if you're good at positioning. A squad that goes to the ground in cover has a 3+, basically power armor against shooting. The two grot squads are extraordinarily hard to get rid of especially when most of the fighting should be going on on the other side of the board. Worst case scenario you tie. Kill point: Bunch em up in big blob around midfield. tanks front and center, kans covering flanks, grots in the middle, kff maximizing the squads covered. Try to keep everything together. Nothing in this army is tough enough to live that long by itself. I've found that the key to winning games is attacking some of an opponents army with all of yours, keep this principle in mind. Kill points is tough and much more difficult to make strategies for. Good luck and remember that big grot squads make useful tarpits, charge dreds and monstrous creatures, the grabba sticks will cripple them and the grots will do something sooner or later. Also remember grots are expendable, if a squad of grots can distract half your opponents army for a turn while you confront the other half with everything else, that's a deal you should take every time. It might sometimes be a good idea to flank two grot squads out on both sides of the board to annoy shooty squads and generally be a distraction. Automatically Appended Next Post: Vasarto wrote:Take Weird boys or Zogwart with this list instead of the warboss.
Yeah this is pretty slowed Automatically Appended Next Post: Oh yeah and Bomboy I like your list, ours are pretty similar, yours would do better against hoards and footslogging armies, mine is better against vehicle armies.
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This message was edited 3 times. Last update was at 2012/01/21 20:16:27
When Khorne gives you lemons, BLOOD FOR THE BLOOD GOD!!!
Tomb Spyder with Gloom Prism=Gloom Spyder
remember you heard it here first.
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![[Post New]](/s/i/i.gif) 2012/01/22 21:53:22
Subject: Re:Gretchin 2000
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Mutilatin' Mad Dok
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bombboy1252 wrote:Vasarto wrote:Take Weird boys or Zogwart with this list instead of the warboss.
That is the worst advice I have heard in this thread all day, please explain why you would put in a weirdboy.
1. Weird boys are awesome!
2. If you have 2 of them you have 4 chances to Waaagh First turn or any other turn giving your little gretchen fleet. I wiped necrons off the map with this...although I was uzing boys and nobs but same difference.
3. Zogwart has poisoned attacks and I think weird boy does too I have to double check.
4. ork PSYCHIC POWERS! They are really good.
5. Weird boys work in any ork list. People just look at the stats and just say eeewy but have never tried them.
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![[Post New]](/s/i/i.gif) 2012/01/22 21:59:47
Subject: Gretchin 2000
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Liche Priest Hierophant
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Gretchin don't Get to WAAAGH!!. Too scrawny.
Only Zogwart's got the Poison.
Though the psychic powers are actually very decent, people get put off by the random nature of them.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2012/01/22 22:12:54
Subject: Re:Gretchin 2000
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Doc Brown
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This list looks like insane amounts of fun to play.
And you could always use it late night against someone you don't like to see if they can stay awake during your movement phases.
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Director at Fool's Errand Films a San Diego Video Production and Live Streaming company.
https://foolserrandfilms.com/
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![[Post New]](/s/i/i.gif) 2012/01/22 23:04:16
Subject: Re:Gretchin 2000
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Mutated Chosen Chaos Marine
Sitting in yo' bath tub, poopin out shoggoths
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Vasarto wrote:bombboy1252 wrote:Vasarto wrote:Take Weird boys or Zogwart with this list instead of the warboss. That is the worst advice I have heard in this thread all day, please explain why you would put in a weirdboy. 1. Weird boys are awesome! 2. If you have 2 of them you have 4 chances to Waaagh First turn or any other turn giving your little gretchen fleet. I wiped necrons off the map with this...although I was uzing boys and nobs but same difference. 3. Zogwart has poisoned attacks and I think weird boy does too I have to double check. 4. ork PSYCHIC POWERS! They are really good. 5. Weird boys work in any ork list. People just look at the stats and just say eeewy but have never tried them. 1. I agree.....in a fun way 2. Gretchin cannot "Waaagh!" 3. Only Zogwart has poisoned attacks 4. Yes, but they are random and could wind up blowing up on your self and the boyz mob you're in. 5. They don't really work in a mech list, or a gretchin list. If this was a foot slogging horde, I might of also recommended it, but not in this list.
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This message was edited 1 time. Last update was at 2012/01/22 23:04:36
750 points
1000 Points
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![[Post New]](/s/i/i.gif) 2012/01/22 23:13:30
Subject: Gretchin 2000
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Liche Priest Hierophant
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Are my posts automatically set on 'be ignored' or something?
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2012/01/23 03:29:14
Subject: Gretchin 2000
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Mutated Chosen Chaos Marine
Sitting in yo' bath tub, poopin out shoggoths
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Anvildude wrote:Are my posts automatically set on 'be ignored' or something?
Huh?
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750 points
1000 Points
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![[Post New]](/s/i/i.gif) 2012/01/23 05:01:42
Subject: < Taken by the void dragon. >
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Infiltrating Hawwa'
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< Taken by the void dragon. >
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This message was edited 1 time. Last update was at 2020/03/15 00:28:18
DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2012/01/23 05:23:58
Subject: Re:Gretchin 2000
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Freaky Flayed One
NYC
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Che-Vito wrote:You can save yourself some points, and use them elsewhere, by making the units of Grots 29 models, with 2 Runtherds.
implying runtherds aren't something you want. Grabba sticks are quite possibly the best thing ever.
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When Khorne gives you lemons, BLOOD FOR THE BLOOD GOD!!!
Tomb Spyder with Gloom Prism=Gloom Spyder
remember you heard it here first.
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![[Post New]](/s/i/i.gif) 2012/01/23 15:17:14
Subject: Re:Gretchin 2000
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Water-Caste Negotiator
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Running Zogwort allows you to rerool his psychic powers, or to spam his Curse instead of using them. The target HQ does not need to be in range, just in LOS to use it. Even then, 'eadbanger isn't much of a loss.
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Everyone knows if you paint your last miniature, you die. - Kaldor
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